Carbineer Archive
Thread: The E11 carbine and the CU
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icarus7
Tue Apr 05, 2005 7:43 pm
#27
TAfirehawk wrote:
StrikerNI wrote:
TAfirehawk wrote:
Damage Types are color coded for tactical purposes in combat.
Color is one thing. I could live with a green blaster effect. But why a spikey ball?
I agree, it looks weird.....I never know what the Devs are thinking it seems....
mabey they have never watched a star wars movie
Cdapolito
Wed Apr 06, 2005 2:59 am
#28
I have been adding this blatant oversight to all my bug reports, maybe they will listen...
cleekjc
Wed Apr 06, 2005 6:07 am
#29
TAfirehawk wrote:
Ayami-Ayami wrote:
well if they are both energy and dont have any extra element damage why are they color coded differently?
No clue.....particle effects are supposed to be a cool new feature.....and have a purpose, but most things are quite unfinished at this stage.
Um......Er..............ahhhhhhh.........................
Are they aware that assuming they work 24/7 they have approximately 3 weeks to quite finish all those "most things are quite unfinished at this stage"?
Why do I get the uneasy feeling this Expansion and CU are going to have a “rushed out the door” feel?
Thunderghost1
Wed Apr 06, 2005 9:47 am
#31
The sound is very important, even more than the graphics (imo), mess with the sound and you lose a lot of the star wars feeling.
Cdapolito
Wed Apr 06, 2005 11:47 am
#32
Insidius wrote:
maybe...just maybe... they're starting to realize that variety is the spice of life and that adding a little variation to the same ol' red beam lasers is a good thing, even if it goes against the so called "canon."
LA probably permitted them to take a few liberties with weapons (obviously, look at the new ones).
Frankly, i think the change is a good one, and I look forward to some more creativity from the team.
Creativity is all good and finem but they have all these new and non-movie Carbines to futz with...they shouldn't havemessed with the e11 graphics/sound.
imppilot421
Thu Apr 07, 2005 4:25 pm
#33
Well guys, looks like it has been fixed on TC!
Regular e11 at marksman carbines 4 now has the right colored shots, and we get an E11 mark 2 at master carbineer so we can use an E11 without it being a noob weapon.
Mild-Breeze-Trooper
Thu Apr 07, 2005 4:30 pm
#34
And did the Advanced E11 look cool and have great stats or no?

Damn, the latest patchnotes were all a bunch of big fat happy.
I'm still a bit dissatisfied with the sound of the E11 though.
Damn, the latest patchnotes were all a bunch of big fat happy.
I'm still a bit dissatisfied with the sound of the E11 though.
imppilot421
Thu Apr 07, 2005 5:44 pm
#35
Our advanced e11 has around 700 somthing max damage. Very nice, not sure on the effects for it though, no master carbineer yet so I can't use it. It looks like an E11 with the scope on it.
Mild-Breeze-Trooper
Thu Apr 07, 2005 5:47 pm
#36
imppilot421 wrote:Our advanced e11 has around 700 somthing max damage. Very nice, not sure on the effects for it though, no master carbineer yet so I can't use it. It looks like an E11 with the scope on it.
If you check a bit closer it's a bit beefier around the muzzle as well. I think it looks more like the stormtrooper carbine than the old E11.
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